What we play is life. Project v5.1 – focus on measuring behaviour change, or: focus on the “play”, and less on the “what”.

After thinking through the fifth iteration and asking for help about being stuck in the weeds, Ricardo reminded me that what we’re trying to do is influence behaviour, more than contributing to understanding it (because I was also inspired by Chan’s article about a cohesive theory of value). I was really stuck with my methodology, and he suggested I look into causal approaches. Things that measure actual behaviour, not just what people say they would do, or like, or believe in.

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Notes from Henry Jenkins book: Convergence Culture

I started reading Convergence Culture: Where Old and New Media Collide (2006) up to where the free sample ends, around page 78. Right before I chose to buy the ebook, I found a more recent book, Participatory Culture: Interviews (2019) as well as his blog, https://henryjenkins.org/. Ooh, and then also the book Popular Culture and the Civic Imagination: Case Studies of Creative Social Change (2020). So, distracted. But great notes here and the thoughts they triggered.

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Talk: The potential for emergent games to foster curiosity

This is a talk I gave for the Distributed Immersive Participation group, Stockholm University on 28 March 2025. I was happy to have a reason to update my talk, as the ones I gave on this topic in 2019 and 2022 were terribly out of date by now.

Slides: https://indiebio.co.za/curiosity_metaverse_adapted_24mar2025.html
pdf (27MB)
recording: on youtube

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Playfulness and truth.

Four recent blogs inspired me:

Starting with how to represent truth, moving to play, and then to belonging. The TL;DR:

The advances of structuring data in mapping unlocks potential for using physical world assets in games. Using physical world assets in emergent approaches to game design is well suited to allowing players to interact with their game worlds in varied ways. Exploring playing with the physical world – morphing and changing it – through games can allow us to learn about the world not through a top-down education, but through a curiosity that does not even have to involve the truth. Through these games we can build a new sense of belonging, that builds a common language across polarised opinions, because it’s just for fun, after all.

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Notes from Naomi Klein’s Doppelganger

I mangle the quotes to tell me story. The gist is a true reflection but it’s not the exact words.

p4 – Both “our” world and the “mirror world” – the world of the conspiracy theorists, agree that post-shock states of discombobulation have been opportunistically exploited in many different contexts. Both groups have a (p24) skepticism of elite power. p53 – The words the mirror world use are essentially fantasy. But emotionally, to many people they clearly feel true. And the reason they feel true is that we are indeed living through a revolution in surveillance tech, and state and corporate actors have indeed seized outrageous powers to monitor us, often in collaboration and coordination with one another. Moreover, as a culture, we have barely begun to reckon with the transformational nature of this shift.

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